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Texture color within

October 3, 2011 | 10:58 am

Greetings, oh you Jitter gurus.

I am busy building a patch in which one can paint with "brushes"

So I took a and a assigning different textures to each of the "gridshape – multiples"

The textures are *.png with transparency enabled. Which is working fine.
But the plane generated with gridshape (even with blend_enable 1, alpha 0 and depth_enable 0) keeps showing.

Not if I give it the color 0 0 0 1 and select the correct blending mode.
But as soon as I change the color to anything else than black (still fully transparent) I keep seeing the plane .. not only the texture itself.

What I would like to do, is to give every texture within gl.multiple a different color. Is that possible without changing/colouring the texture itself? And Is it possible to completely get rid of that plane? Seeing only the texture?

If somone could give me a hint: That would be great!

Thanks a bunch!

P.S: I also thought of generating the multiple objects with which would me give alot more freedom I think. But I assume that this approach is somewhat more gpu-friendly? (Because I don't have to redraw a long "list" of commandos every frame?)


  1. Screenshot20111003at12.52.39PM.png


October 3, 2011 | 12:30 pm

O.k. I solved this problem by using the correct "apply-mode" for the object. Now i also know why I didn’t see it in the first place.

I have 6 objects. All feeding the So I can change the texture for every plane. Works this far with one issue:

If I set the second in this row to anything else than "decal" all the other textures are no longer visible. (All texture objects are set to modulate, except the second one) What am I doing wrong?


October 3, 2011 | 6:57 pm

can you send an example patcher?

October 4, 2011 | 2:26 pm

Here you go:
I have uploaded the textures as well.
Just unpack them and point the patch to the folder by clicking the on the bang.

Thanks alot for having a look at it!
It really puzzles me.

— Pasted Max Patch, click to expand. —
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Forums > Jitter